So many of you guys probably already knew this, but I didn't. I've always had problems with IAD j.LK, j.MP whiffing on characters with headless Fortune. Mike told me that if you hold upback before the IAD j.LK, j.MP, it fixes this.

There's probably a way to do sj upback IAD j.LK, j.MK so you can get the earliest possible timing with that and get both hits of j.MK too. j.LK, j.MK (2 hits) is good on block because it's a triple overhead, you can fastfall j.HK for a low or throw, and you can cancel into axe kick and make yourself super safe with the head on block, and then try to be in the range to kick the head on block.

So you know how when nom connects, the head flies behind you and you can't use it unless you switch sides again somehow? Well you can make it stay in front of you actually.

If you cross up the opponent during the last hit or 2 of nom and hit them, you can make the head stay in front so you can actually use it again for setups/combos.

People need to realize how good this is. You get corner carry AND a full combo that you can do resets/burst baits off of. I've had a lot of trouble finding things to do off nom. There are some good resets/anti-mash setups you can do off of it, but for the most part the only options for combos were axe kick loops that were hard and inconsistent or just a basic combo that did no damage, and was hard to extend because the head was behind you. This is a real game changer.

Huffy made a headless combo a while ago that uses Nom with the head going in front of you.

Problem is that if you are facing left at the start of the combo Nom will fly behind you as normal (hence the second version of the combo).

Nice to have a consistent way of doing it though.

Huh... that's interesting. Tried the one I was doing but facing towards the left and it does make it slightly different. If you're facing left, you actually have to land the hit after nom releases them for it to work properly. c.MK has been the easiest to do this with for me. c.MP sorta works too but its been harder for me to use that consistently.

The old nom combos involved a version of that where you just did two HK Axe kick loops off nom. Glt had it posted somewhere. It was inconsistent as hell, and it was made harder by the fact that nom hits your opponent in all sorts of weird ways and it's hard to get the proper HK xx HK El Gato timing to do the next loop.

Yeah, that and you can use the head to make normal resets safer (e.g. do a normal cross under reset but block and use the head, you get a safe cross under). You can also use the head to move the opponent out of the corner meaning headless is one of the few characters with corner crossups.